[meet@jup_b41_animpoint_meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {!dist_to_actor_le(3)} nil use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, {=dist_to_actor_le(3)} true, false meet_on_talking = false [animpoint@jup_b41_animp_gen] reach_movement = walk use_camp = false meet = meet@jup_b41_animpoint_meet out_restr = jup_b41_sr_noweap in_restr = jup_b41_sr_light on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel [logic@jup_b1_stalker_1_home] suitable = {=check_npc_name(jup_b1_pro_stalker_1)} true, {=check_npc_name(jup_b1_stalker_1)} true, {=check_npc_name(jup_b6_freedom_stalker_1)} true, {=check_npc_name(jup_b6_duty_stalker_1)} true, {=check_npc_name(jup_b6_stalker_gonta)} true, {=check_npc_name(jup_b6_stalker_prisoner)} true prior = 70 active = walker@jup_b1_stalker_1_home on_death = death@stalker_1 on_combat = combat [walker@jup_b1_stalker_1_home] path_walk = base_stay_st_1 path_look = base_look_st_1 on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel on_info2 = {=actor_in_zone(jup_b1_st_1_greet) -jup_b1_greet_end +jup_b1_give_task !is_playing_sound} remark@callactor on_info3 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_1_reach_hide out_restr = jup_b41_sr_noweap in_restr = jup_b41_sr_light meet = meet@default [meet@default] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 2 far_distance = 0 close_snd_distance = 2 use = true allow_break = false trade_enable = false [remark@callactor] anim = ward target = story | actor on_game_timer = 5 | {-jup_b1_sd !is_playing_sound} %=play_sound(jup_b1_stalkers_greeting) +jup_b1_sd% on_signal = sound_end | walker@jup_b1_stalker_1_home %+jup_b1_greet_end% meet = no_meet out_restr = jup_b41_sr_noweap corpse_detection_enabled = false [patrol@go_to_tunnel] path_walk = patrol_to_the_tunnel commander = true formation = back on_signal = at_pos | %+jup_b1_st_mission -jup_b1_go_on_task% meet = no_meet on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=dist_to_actor_ge(140) =dist_to_story_obj_ge(jup_b1_half_artifact:260) -jup_b1_teleport_squad_only} %+jup_b1_teleport_squad_only% [animpoint@jup_b41_stalker_1_reach_hide] cover_name = jup_b41_animp_surge_1 reach_movement = run use_camp = false meet = meet@stalker_1 on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_1_hide on_info2 = {=has_enemy} walker@jup_b1_stalker_1_home out_restr = jup_b41_sr_light [meet@stalker_1] close_distance = 0 far_distance = 0 [animpoint@jup_b41_stalker_1_hide] cover_name = jup_b41_animp_surge_1 reach_movement = run use_camp = false meet = meet@jup_b41_animpoint_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_b41_sr_light on_info = {=surge_complete} walker@jup_b1_stalker_1_home [combat] on_info = {=actor_enemy} %+jup_b1_actor_atk_squad% [death@stalker_1] on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead%, {=killed_by_actor} %+jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_1_is_dead% [logic@jup_b1_stalker_2_home] suitable = {=check_npc_name(jup_b1_stalker_2)} true, {=check_npc_name(jup_b6_freedom_stalker_2)} true, {=check_npc_name(jup_b6_duty_stalker_2)} true, {=check_npc_name(jup_b6_stalker_garmata)} true, {=check_npc_name(jup_b6_stalker_assaulter)} true prior = 65 active = animpoint@jup_b1_stalker_2_home on_death = death@stalker_2 on_combat = combat [animpoint@jup_b1_stalker_2_home]:animpoint@jup_b41_animp_gen cover_name = jup_b41_animp_1 avail_animations = animpoint_sit_normal_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide [animpoint@jup_b41_stalker_2_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide cover_name = jup_b41_animp_surge_2 meet = meet@jup_b41_animpoint_meet on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_home [animpoint@jup_b41_stalker_2_hide]:animpoint@jup_b41_stalker_1_hide cover_name = jup_b41_animp_surge_2 on_info = {=surge_complete} animpoint@jup_b1_stalker_2_home [death@stalker_2] on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead%, {=killed_by_actor} %+jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_2_is_dead% [logic@jup_b1_stalker_3_home] suitable = {=check_npc_name(jup_b1_stalker_3)} true, {=check_npc_name(jup_b6_freedom_stalker_3)} true, {=check_npc_name(jup_b6_duty_stalker_3)} true prior = 65 active = animpoint@jup_b1_stalker_3_home on_death = death@stalker_3 on_combat = combat [animpoint@jup_b1_stalker_3_home]:animpoint@jup_b41_animp_gen cover_name = jup_b41_animp_2 avail_animations = animpoint_sit_low_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide [animpoint@jup_b41_stalker_3_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide cover_name = jup_b41_animp_surge_3 meet = meet@jup_b41_animpoint_meet on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_home [animpoint@jup_b41_stalker_3_hide]:animpoint@jup_b41_stalker_1_hide cover_name = jup_b41_animp_surge_3 on_info = {=surge_complete} animpoint@jup_b1_stalker_3_home [death@stalker_3] on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead%, {=killed_by_actor} %+jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_3_is_dead% [logic@jup_b1_stalker_4_home] ;у бункера suitable = {=check_npc_name(jup_b1_stalker_4)} true, {=check_npc_name(jup_b6_freedom_stalker_4)} true, {=check_npc_name(jup_b6_duty_stalker_4)} true, {=check_npc_name(jup_b6_stalker_crab)} true, {=check_npc_name(jup_b6_stalker_diplomat)} true prior = 70 active = animpoint@jup_b1_stalker_4_home on_death = death@stalker_4 on_combat = combat [animpoint@jup_b1_stalker_4_home]:animpoint@jup_b41_animp_gen cover_name = jup_b41_animp_3 avail_animations = animpoint_sit_low_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide [animpoint@jup_b41_stalker_4_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide cover_name = jup_b41_animp_surge_4 meet = meet@jup_b41_animpoint_meet on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_home [animpoint@jup_b41_stalker_4_hide]:animpoint@jup_b41_stalker_1_hide cover_name = jup_b41_animp_surge_4 on_info = {=surge_complete} animpoint@jup_b1_stalker_4_home [death@stalker_4] on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead%, {=killed_by_actor} %+jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_4_is_dead% ;---------------------------------------------------------------------Научная группа--------------------------------------------------------------------- [animpoint@jup_b41_animp_gen_pro] reach_movement = walk use_camp = false meet = no_meet out_restr = jup_b41_sr_noweap in_restr = jup_b41_sr_light [animpoint@jup_b41_stalker_reach_hide_pro] cover_name = jup_b41_animp_surge_1 reach_movement = run use_camp = false meet = no_meet out_restr = jup_b41_sr_light [animpoint@jup_b41_stalker_hide_pro] reach_movement = run use_camp = false meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_b41_sr_light ;---------------------------------------------------------------------- [logic@jup_b1_stalker_2_pro] suitable = {=check_npc_name(jup_b1_pro_stalker_2)} true prior = 65 active = animpoint@jup_b1_stalker_2_pro on_death = death@stalker_2 on_combat = combat [animpoint@jup_b1_stalker_2_pro]:animpoint@jup_b41_animp_gen_pro cover_name = jup_b41_animp_1 avail_animations = animpoint_sit_normal_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide_pro [animpoint@jup_b41_stalker_2_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro cover_name = jup_b41_animp_surge_2 on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide_pro on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_pro [animpoint@jup_b41_stalker_2_hide_pro]:animpoint@jup_b41_stalker_hide_pro cover_name = jup_b41_animp_surge_2 on_info = {=surge_complete} animpoint@jup_b1_stalker_2_pro ;---------------------------------------------------------------------- [logic@jup_b1_stalker_3_pro] suitable = {=check_npc_name(jup_b1_pro_stalker_3)} true prior = 65 active = animpoint@jup_b1_stalker_3_pro on_death = death@stalker_3 on_combat = combat [animpoint@jup_b1_stalker_3_pro]:animpoint@jup_b41_animp_gen_pro cover_name = jup_b41_animp_2 avail_animations = animpoint_sit_low_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide_pro [animpoint@jup_b41_stalker_3_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro cover_name = jup_b41_animp_surge_3 on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide_pro on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_pro [animpoint@jup_b41_stalker_3_hide_pro]:animpoint@jup_b41_stalker_hide_pro cover_name = jup_b41_animp_surge_3 on_info = {=surge_complete} animpoint@jup_b1_stalker_3_pro ;---------------------------------------------------------------------- [logic@jup_b1_stalker_4_pro] suitable = {=check_npc_name(jup_b1_pro_stalker_4)} true prior = 70 active = animpoint@jup_b1_stalker_4_pro on_death = death@stalker_4 on_combat = combat [animpoint@jup_b1_stalker_4_pro]:animpoint@jup_b41_animp_gen_pro cover_name = jup_b41_animp_3 avail_animations = animpoint_sit_low_no_rnd on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide_pro [animpoint@jup_b41_stalker_4_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro cover_name = jup_b41_animp_surge_4 on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide_pro on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_pro [animpoint@jup_b41_stalker_4_hide_pro]:animpoint@jup_b41_stalker_hide_pro cover_name = jup_b41_animp_surge_4 on_info = {=surge_complete} animpoint@jup_b1_stalker_4_pro